MSXdev'13 - Gommy Medieval Defender announced

MSXdev'13 - Gommy Medieval Defender announced

by viejo_archivero on 17-05-2013, 06:45
Topic: Challenges
Tags: MSXdev
Languages:

Another new entry for the MSXdev'13 contest has been announced. This time it's Gommy Medieval Defender, a game published by Retroworks and being developed from scratch for MSX by Dimension Z and nenefranz. This is the same team that created last year Teodoro no sabe volar, winning entry of the MSXdev'12 challenge, so we can only expect the best!

Gommy Medieval Defender is a Retroworks game developed for the ZX Spectrum computers and released in 2009. In this game you should take the role of Gommy, the castle guardian, who won't let any enemy soldier reach the top of the fortress by throwing them rocks. Video footage from the original game can be found by following this link but, as we can see from the screenshots provided at Karoshi Boards, graphics from this new MSX version have been significantly improved.

With a whole month to go for presenting 16KB ROM entries and a current main prize of 230€, it seems the MSXdev'13 is far from losing its magic. Check the latest information about the contest at Karoshi Development Boards!

Relevant link: Gommy Medieval Defender

Comments (10)

By Maggoo

Paragon (1178)

Maggoo's picture

17-05-2013, 16:23

Looks like a bunch of very nice games are coming ! I hope all entries will be finished for the deadline.

By KdL

Paragon (1078)

KdL's picture

17-05-2013, 16:44

like+1 Big smile

By SkyeWelse

Champion (470)

SkyeWelse's picture

17-05-2013, 19:53

This looks really fun! And I already really like the art style quite a bit! : )

-Thomas

By ZilogZ80

Supporter (7)

ZilogZ80's picture

01-06-2013, 01:01

I'm proud to announce the release of "Gommy Medieval Defender". I have added the link to both game packages (English and Spanish). I hope you enjoy the game as much I did developing it.

http://karoshi.auic.es/index.php?topic=2456.0

By hap

Paragon (2012)

hap's picture

01-06-2013, 12:39

Yes, I enjoy playing it! Smile
A little easy for my taste, oldtimer MSXers are used to "Nintendo Hard". Tongue I started liking it more from level 10 onwards when arrows were introduced.

By Manuel

Ascended (14247)

Manuel's picture

01-06-2013, 14:56

I also enjoyed it, thanks!

Some questions and remarks:
- how do you influence the direction the rock goes when hitting an obstacle?
- it took a while before I discovered that you die at boss fights when missing the boss
- what do all the power ups do?
- I noticed some arrows were quite slow, which is annoying if they're in the way...
- Sometimes the game slowed down a bit after level 10. Is that normal?

By SkyeWelse

Champion (470)

SkyeWelse's picture

01-06-2013, 21:38

Yep, the challenge definitely picks up when arrows and shields are introduced. : )

@Manual - For me it seemed like the best strategy for the direction of the rock was it tended to roll in the direction of which ever surface was longer, so I would throw it near the end of the left if I wanted it to travel right.
That boss sucks your lives away like they were nothing if you are not careful. : ) I found that out the hard way too. 1 life = One whole stage play through, except on bosses, one hit / one miss = 1 Life. Ouch!

@Hap, I finally know where your avatar is from having just downloaded U-FOUR-IA from the Wii's Virtual Console. What a fantastic game that is and I love the sprites. : )

-Thomas

By nenefranz

Resident (42)

nenefranz's picture

02-06-2013, 11:11

It's great to know that you are enjoying the game. Thanks for playing! Smile

In the Boss mini-game you lose a life when:
- fire balls touch the player (when he is in the cannon or he is flying)
- you shoot to the boss but you miss it..
So you need to be carefully!! Wink

Slow arrows are for raise the difficulty, so you need to think Smile :
Question Do I wait to the arrow has passed? or Do I try to pass before?

PowerUps:
- Clock: it freezes the enemies.
- Thunder: Enemies move faster than usual.
- Bomb: the rock don't stop after hit an enemy.
- +1: it gives a extra life.

By hap

Paragon (2012)

hap's picture

02-06-2013, 11:48

I saw a screenshot of a nice looking titlescreen of this game. That one didn't fit in the 16KB limit?

I'm also curious about Quibus's question:

Quote:

- how do you influence the direction the rock goes when hitting an obstacle?

or maybe is it random? If so, could you make it possible for the player to influence it please? Smile Compare it to NES SMB3 for example, where the bonus mushroom will travel left or right, depending on Mario facing left/right.

By nenefranz

Resident (42)

nenefranz's picture

02-06-2013, 12:14

Yes, it's a shame but it was impossible include this title screen. Sad It was hard to fit all game in 16KB, and this screen was rejected in order to obtain more free space to implement all the gameplay. Smile

When rock hits an obstacle for first time, the direction is randomized. But then, the rock maintains this direction even it falls. Or change to the opposite direction if hits another obstacle or screen limits. So the player don't influence the direction. It was a design desition of the original game, that we followed.

My MSX profile